Update to V0.1.4: Slow Drip
Not a lot to talk about this week, other duties have kept me busy this week and planning a map is mostly background work until it's done.
I'd be willing to slow my updates while working on the maps, but there are two issues with that.
A) I have a few more features I still want to put out.
B) I need the structure, if I give myself 2 weeks a map, week 1 will be lazing about and week 2 will be making it.
Despite not having done much this week, there's still a few interesting things to discuss such as what I'm trying to do with these maps. I don't remember if I've discussed it much yet, so sorry if there's repetitive information.
First, my plan is to have a map for each member of Myth, using one of their songs in the background and fitting their theme a bit. (The island map's kinda an exception because I wasn't originally planning to keep it in, and now I don't think I'll have time this summer to make a proper Ame map. So its theme is time, the map from a timeline that should have been forgotten!)
I also plan for each map incorporate new features as I go, such as how the volcano map has lava. Hazards that make things easier and harder for the player, making each map unique and interesting.
One idea that I was originally on the fence about was having many separate routes, forcing you to have no distinct kill-zone, but as I've been going I've been enjoying it more and more. I want each map to encourage splitting up your forces, spreading yourself out, and focusing specific towers in specific areas to win. This has helped shape the maps greatly.
Changelog:
Fixing the Volcano map. Added foliage, making it look really nice, and added a bunch of ruins around the altar. (There's a reason it's there now!)
I also re-balanced it, at the moment I think it's still too easy, but maybe the ocean map is just too hard. This marks the half-way point of the game, it should be a somewhat sharp difficulty jump.
Future plans: Calli's map, although city maps are annoying to make. I'm open to suggestions for other environments. Maybe I could try and figure out an indoor setting? Although I think that's just as annoying...
And I'm looking at changing this camera. It works great in a relatively flat setting, okay in a mountainous setting, but in a city environment the constant Sharp, Sharp changes in cemera speed+angle is extremely disorienting.
Get [Hololive] Holodefense
[Hololive] Holodefense
A Hololive Tower Defense game.
Status | Released |
Author | jimlad42 |
Genre | Strategy |
Tags | 3D, Fangame, hololive, Low-poly, Singleplayer, takodachi, Top-Down, Tower Defense, Unreal Engine |
Languages | English |
More posts
- Full Release 1.0Nov 05, 2022
- Update 0.1.6: BoomAug 13, 2022
- Update V0.1.5 Look at That!Aug 01, 2022
- Update v0.1.3: The one with the VolcanoJul 16, 2022
- Update to v0.1.2: What?! Takodachi is evolving!Jul 09, 2022
- Update V0.1.1: Wait, what day is it?Jul 02, 2022
- Update v0.1, the Fun to Play UpdateJun 25, 2022
- Update V0.0.5 "Did you hear something?"Jun 20, 2022
- Late update v0.0.4Jun 13, 2022
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